#include "prevent_bss_reordering.h" #include "global.h" #include "z64quake.h" #include "z64rumble.h" #include "z64shrink_window.h" #include "overlays/gamestates/ovl_daytelop/z_daytelop.h" void Cutscene_DoNothing(PlayState* play, CutsceneContext* csCtx); void func_800EA258(PlayState* play, CutsceneContext* csCtx); void func_800ED9C4(PlayState* play, CutsceneContext* csCtx); void func_800EA2B8(PlayState* play, CutsceneContext* csCtx); void func_800ED980(PlayState* play, CutsceneContext* csCtx); void func_800EDA04(PlayState* play, CutsceneContext* csCtx); void func_800EDA84(PlayState* play, CutsceneContext* csCtx); // Unused UNK_TYPE4 D_801BB120 = 0; u16 D_801BB124 = 0; u16 D_801BB128 = 0; u8 D_801BB12C = 0; u8 sCutsceneStoredPlayerForm = 0; // bss #ifndef NON_MATCHING static u16 seqId; #endif s16 sCutsceneQuakeIndex; DbCameraUnkStruct sCutsceneCameraInfo; u16 D_801F4DC8[10]; UNK_TYPE D_801F4DDC; u8 D_801F4DE0; s16 D_801F4DE2; void Cutscene_Init(PlayState* play, CutsceneContext* csCtx) { s32 i; csCtx->state = CS_STATE_0; csCtx->frames = 0; csCtx->unk_0C = 0.0f; play->csCtx.sceneCsCount = 0; play->csCtx.currentCsIndex = 0; for (i = 0; i < ARRAY_COUNT(D_801F4DC8); i++) { D_801F4DC8[i] = 0; } D_801F4DE0 = 0; Audio_SetCutsceneFlag(false); } void Cutscene_Start(PlayState* play, CutsceneContext* csCtx) { csCtx->state = CS_STATE_1; csCtx->playerAction = NULL; } void Cutscene_End(PlayState* play, CutsceneContext* csCtx) { if (csCtx->state != CS_STATE_4) { csCtx->state = CS_STATE_3; } } typedef void (*CutsceneStateHandler)(PlayState* play, CutsceneContext* csCtx); CutsceneStateHandler sCsStateHandlers1[] = { Cutscene_DoNothing, // CS_STATE_0 func_800EA258, // CS_STATE_1 Cutscene_DoNothing, // CS_STATE_2 func_800ED9C4, // CS_STATE_3 Cutscene_DoNothing, // CS_STATE_4 }; void Cutscene_Update1(PlayState* play, CutsceneContext* csCtx) { if (gSaveContext.save.cutscene < 0xFFF0) { sCsStateHandlers1[csCtx->state](play, csCtx); } } CutsceneStateHandler sCsStateHandlers2[] = { Cutscene_DoNothing, // CS_STATE_0 func_800EA2B8, // CS_STATE_1 func_800ED980, // CS_STATE_2 func_800EDA04, // CS_STATE_3 func_800ED980, // CS_STATE_4 }; void Cutscene_Update2(PlayState* play, CutsceneContext* csCtx) { if ((gSaveContext.cutsceneTrigger != 0) && (play->transitionTrigger == TRANS_TRIGGER_START)) { gSaveContext.cutsceneTrigger = 0; } if ((gSaveContext.cutsceneTrigger != 0) && (csCtx->state == CS_STATE_0)) { gSaveContext.save.cutscene = 0xFFFD; gSaveContext.cutsceneTrigger = 1; } if (gSaveContext.save.cutscene >= 0xFFF0) { func_800EDA84(play, csCtx); sCsStateHandlers2[csCtx->state](play, csCtx); } } void Cutscene_DoNothing(PlayState* play, CutsceneContext* csCtx) { } s32 func_800EA220(PlayState* play, CutsceneContext* csCtx, f32 target) { return Math_StepToF(&csCtx->unk_0C, target, 0.1f); } void func_800EA258(PlayState* play, CutsceneContext* csCtx) { Interface_SetHudVisibility(HUD_VISIBILITY_NONE); ShrinkWindow_Letterbox_SetSizeTarget(32); if (func_800EA220(play, csCtx, 1.0f)) { Audio_SetCutsceneFlag(true); csCtx->state++; } } void func_800EA2B8(PlayState* play, CutsceneContext* csCtx) { func_800ED980(play, csCtx); Interface_SetHudVisibility(HUD_VISIBILITY_NONE); ShrinkWindow_Letterbox_SetSizeTarget(32); if (func_800EA220(play, csCtx, 1.0f)) { Audio_SetCutsceneFlag(true); csCtx->state++; } } /* Start of command handling section */ // Command 0x96: Miscellaneous commands. void Cutscene_Command_Misc(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { static u16 D_801BB15C = 0xFFFF; Player* player = GET_PLAYER(play); f32 progress; u8 isStartFrame = false; SceneTableEntry* loadedScene; if ((csCtx->frames < cmd->startFrame) || ((csCtx->frames >= cmd->endFrame) && (cmd->endFrame != cmd->startFrame))) { return; } progress = Environment_LerpWeight(cmd->endFrame - 1, cmd->startFrame, csCtx->frames); if (csCtx->frames == cmd->startFrame) { isStartFrame = true; } // TODO: consider creating an enum for this when we understand what each value does switch (cmd->base) { case 0x1: if (isStartFrame) { func_800FD78C(play); play->envCtx.unk_F2[0] = 0x3C; } break; case 0x2: if (isStartFrame) { Audio_SetAmbienceChannelIO(AMBIENCE_CHANNEL_LIGHTNING, CHANNEL_IO_PORT_0, 0); Environment_AddLightningBolts(play, 3); D_801F4E68 = 1; } break; case 0x3: if (play->envCtx.lightSettings.zFar < 12800) { play->envCtx.lightSettings.zFar += 35; } break; case 0x4: if (isStartFrame) { play->envCtx.unk_19 = 1; play->envCtx.unk_17 = 1; play->envCtx.unk_18 = 0; play->envCtx.unk_1A = 0x3C; play->envCtx.unk_21 = 1; play->envCtx.unk_1F = 0; play->envCtx.unk_20 = 1; play->envCtx.unk_24 = 0x3C; play->envCtx.unk_22 = play->envCtx.unk_24; } break; case 0x5: if (isStartFrame && (csCtx->state != CS_STATE_4)) { csCtx->state = CS_STATE_3; } break; case 0x7: if (isStartFrame) { loadedScene = play->loadedScene; if (loadedScene->titleTextId != 0) { func_80151A68(play, loadedScene->titleTextId); } } break; case 0x8: func_8019F128(NA_SE_EV_EARTHQUAKE_LAST - SFX_FLAG); if (isStartFrame) { sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6); Quake_SetSpeed(sCutsceneQuakeIndex, 22000); Quake_SetQuakeValues(sCutsceneQuakeIndex, 6, 4, 0, 0); Quake_SetCountdown(sCutsceneQuakeIndex, 800); } break; case 0x9: if (isStartFrame) { Quake_Init(); } break; case 0xA: gVisMonoColor.r = 255; gVisMonoColor.g = 255; gVisMonoColor.b = 255; gVisMonoColor.a = 255 * progress; break; case 0xB: gVisMonoColor.r = 255; gVisMonoColor.g = 180; gVisMonoColor.b = 100; gVisMonoColor.a = 255 * progress; break; case 0xC: play->roomCtx.curRoom.segment = NULL; break; case 0xD: if (play->state.frames & 8) { if (play->envCtx.lightSettings.ambientColor[0] < 40) { play->envCtx.lightSettings.ambientColor[0] += 2; play->envCtx.lightSettings.diffuseColor1[1] -= 3; play->envCtx.lightSettings.diffuseColor1[2] -= 3; } } else { if (play->envCtx.lightSettings.ambientColor[0] > 2) { play->envCtx.lightSettings.ambientColor[0] -= 2; play->envCtx.lightSettings.diffuseColor1[1] += 3; play->envCtx.lightSettings.diffuseColor1[2] += 3; } } break; case 0xE: play->haltAllActors = true; break; case 0xF: play->haltAllActors = false; break; case 0x10: if (isStartFrame) { play->envCtx.sandstormState = 1; } func_8019F128(NA_SE_EV_SAND_STORM - SFX_FLAG); break; case 0x11: gSaveContext.sunsSongState = SUNSSONG_START; break; case 0x12: if (!gSaveContext.save.isNight) { gSaveContext.save.time = ((void)0, gSaveContext.save.time) - (u16)R_TIME_SPEED; } else { gSaveContext.save.time = ((void)0, gSaveContext.save.time) - (u16)(2 * R_TIME_SPEED); } break; case 0x13: AudioOcarina_PlayLongScarecrowAfterCredits(); csCtx->frames = cmd->startFrame - 1; break; case 0x14: EnvFlags_Set(play, 3); break; case 0x15: EnvFlags_Set(play, 4); break; case 0x16: gSaveContext.save.playerForm = PLAYER_FORM_DEKU; break; case 0x17: player->stateFlags2 |= PLAYER_STATE2_4000000; break; case 0x18: player->stateFlags2 &= ~PLAYER_STATE2_4000000; break; case 0x19: sCutsceneStoredPlayerForm = gSaveContext.save.playerForm; gSaveContext.save.playerForm = PLAYER_FORM_HUMAN; gSaveContext.save.equippedMask = PLAYER_MASK_NONE; break; case 0x1A: func_8019F128(NA_SE_EV_EARTHQUAKE_LAST2 - SFX_FLAG); if (isStartFrame) { sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6); Quake_SetSpeed(sCutsceneQuakeIndex, 30000); Quake_SetQuakeValues(sCutsceneQuakeIndex, 20, 10, 0, 0); Quake_SetCountdown(sCutsceneQuakeIndex, 800); } break; case 0x1B: if (isStartFrame) { play->nextEntrance = ENTRANCE(CUTSCENE, 0); gSaveContext.nextCutsceneIndex = 0xFFF8; play->transitionTrigger = TRANS_TRIGGER_START; play->transitionType = TRANS_TYPE_FADE_WHITE; } break; case 0x1C: if (isStartFrame) { play->envCtx.unk_17 = 0xD; } break; case 0x1D: gSaveContext.save.playerForm = sCutsceneStoredPlayerForm; break; case 0x1E: D_801F4DE0 = true; break; case 0x1F: D_801F4DE0 = false; break; case 0x21: if (isStartFrame) { Sram_SaveSpecialEnterClockTown(play); } break; case 0x22: if (isStartFrame) { func_80144A94(&play->sramCtx); } break; case 0x23: if (csCtx->frames != D_801BB15C) { D_801BB15C = csCtx->frames; if (R_TIME_SPEED != 0) { gSaveContext.save.time = ((void)0, gSaveContext.save.time) + (u16)R_TIME_SPEED; gSaveContext.save.time = ((void)0, gSaveContext.save.time) + (u16)((void)0, gSaveContext.save.timeSpeedOffset); } } break; case 0x24: func_8019F128(NA_SE_EV_EARTHQUAKE_LAST - SFX_FLAG); if (isStartFrame) { sCutsceneQuakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_6); Quake_SetSpeed(sCutsceneQuakeIndex, 22000); Quake_SetQuakeValues(sCutsceneQuakeIndex, 2, 1, 0, 0); Quake_SetCountdown(sCutsceneQuakeIndex, 800); } break; case 0x26: // Seems to be used to trigger "Dawn of A New Day" gSaveContext.save.day = 9; STOP_GAMESTATE(&play->state); SET_NEXT_GAMESTATE(&play->state, DayTelop_Init, sizeof(DayTelopState)); Sram_SaveSpecialNewDay(play); break; case 0x27: gSaveContext.save.playerForm = PLAYER_FORM_ZORA; break; case 0x28: csCtx->frames = cmd->startFrame - 1; break; } } // Command 0x97: Set Environment Lighting void Cutscene_Command_SetLighting(PlayState* play, CutsceneContext* csCtx, CsCmdEnvLighting* cmd) { if (csCtx->frames == cmd->startFrame) { if (cmd->setting != 0x20) { play->envCtx.lightSettingOverride = cmd->setting - 1; play->envCtx.lightBlend = 1.0f; } else { play->envCtx.lightSettingOverride = 0xFF; } } } // Command 0x12C: Plays a sequence (Background music or Fanfare) void Cutscene_Command_PlaySequence(PlayState* play, CutsceneContext* csCtx, CsCmdSequenceChange* cmd) { if (csCtx->frames == cmd->startFrame) { Audio_PlaySequenceInCutscene(cmd->sequence - 1); } } // Command 0x12D: Stops a sequence (Background music or Fanfare) void Cutscene_Command_StopSequence(PlayState* play, CutsceneContext* csCtx, CsCmdSequenceChange* cmd) { if ((csCtx->frames >= cmd->startFrame) && (cmd->endFrame >= csCtx->frames)) { Audio_StopSequenceInCutscene(cmd->sequence - 1); } } // Command 0x9C: Fade a sequence (Background music or Fanfare) over duration void Cutscene_Command_FadeSequence(PlayState* play, CutsceneContext* csCtx, CsCmdSequenceFade* cmd) { if ((csCtx->frames == cmd->startFrame) && (csCtx->frames < cmd->endFrame)) { u8 fadeTimer = cmd->endFrame - cmd->startFrame; if (cmd->type == 2) { Audio_QueueSeqCmd((fadeTimer << 0x10) | 0x110000FF); } else { Audio_QueueSeqCmd((fadeTimer << 0x10) | NA_BGM_STOP); } } } // Command 0x12E: Play Ambience sequence void Cutscene_Command_PlayAmbienceSequence(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { if (csCtx->frames == cmd->startFrame) { Audio_PlayAmbience(play->sequenceCtx.ambienceId); } } // Command 0x130: void func_800EAD48(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { if (csCtx->frames == cmd->startFrame) { // Audio_SetSfxReverbIndexExceptOcarinaBank func_801A4428(2); } } // Command 0x131: void func_800EAD7C(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { if (csCtx->frames == cmd->startFrame) { // Audio_SetSfxReverbIndexExceptOcarinaBank func_801A4428(1); } } #ifdef NON_MATCHING // needs in-function static bss // audio related void func_800EADB0(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { static u16 seqId; u8 dayMinusOne; if (csCtx->frames == cmd->startFrame) { dayMinusOne = (gSaveContext.save.day - 1); if (dayMinusOne >= 3) { dayMinusOne = 0; } switch (cmd->base) { case 1: // func_801A246C(SEQ_PLAYER_BGM_MAIN, TYPE_1); func_801A246C(SEQ_PLAYER_BGM_MAIN, 1); break; case 2: // func_801A246C(SEQ_PLAYER_BGM_MAIN, TYPE_0); func_801A246C(SEQ_PLAYER_BGM_MAIN, 0); break; case 3: // func_801A246C(SEQ_PLAYER_BGM_MAIN, TYPE_2); func_801A246C(SEQ_PLAYER_BGM_MAIN, 2); break; case 4: // func_801A246C(SEQ_PLAYER_AMBIENCE, TYPE_1); func_801A246C(SEQ_PLAYER_AMBIENCE, 1); break; case 5: // func_801A246C(SEQ_PLAYER_AMBIENCE, TYPE_0); func_801A246C(SEQ_PLAYER_AMBIENCE, 0); break; case 6: // func_801A246C(SEQ_PLAYER_AMBIENCE, TYPE_2); func_801A246C(SEQ_PLAYER_AMBIENCE, 2); break; case 7: seqId = Audio_GetActiveSequence(SEQ_PLAYER_BGM_MAIN); break; case 8: if (seqId != NA_BGM_DISABLED) { Audio_PlaySceneSequence(seqId, dayMinusOne); } break; } } } #else void func_800EADB0(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd); #pragma GLOBAL_ASM("asm/non_matchings/code/z_demo/func_800EADB0.s") #endif // Command 0x12F: Fade Ambience sequence void Cutscene_Command_FadeAmbienceSequence(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { if (csCtx->frames == cmd->startFrame && csCtx->frames < cmd->endFrame) { u8 fadeTimer = cmd->endFrame - cmd->startFrame; Audio_QueueSeqCmd((fadeTimer << 0x10) | 0x140000FF); } } // Command 0x190: Rumble void Cutscene_Command_Rumble(PlayState* play, CutsceneContext* csCtx, CsCmdRumble* cmd) { switch (cmd->type) { case 1: if (csCtx->frames == cmd->startFrame) { Rumble_Request(0.0f, cmd->intensity, cmd->decayTimer, cmd->decayStep); } break; case 2: if ((csCtx->frames >= cmd->startFrame) && (cmd->endFrame >= csCtx->frames)) { if ((csCtx->frames == cmd->startFrame) || (play->state.frames % 64 == 0)) { Rumble_Request(0.0f, cmd->intensity, cmd->decayTimer, cmd->decayStep); } } break; } } // Command 0x9B: void Cutscene_Command_FadeColorScreen(PlayState* play, CutsceneContext* csCtx, CsCmdFadeScreen* cmd) { if ((csCtx->frames >= cmd->startFrame) && (cmd->endFrame >= csCtx->frames)) { f32 alpha; play->envCtx.fillScreen = true; alpha = Environment_LerpWeight(cmd->endFrame, cmd->startFrame, csCtx->frames); if (((cmd->unk0 == 1)) || (cmd->unk0 == 2)) { play->envCtx.screenFillColor[0] = cmd->color.r; play->envCtx.screenFillColor[1] = cmd->color.g; play->envCtx.screenFillColor[2] = cmd->color.b; if (cmd->unk0 == 2) { play->envCtx.screenFillColor[3] = (1.0f - alpha) * 255.0f; } else { play->envCtx.screenFillColor[3] = 255.0f * alpha; } } } } // Command 0x9D: Set Time of Day & Environment Time void Cutscene_Command_SetTime(PlayState* play, CutsceneContext* csCtx, CsCmdDayTime* cmd) { u16 nextTime; u16 hourAsMinutes; u16 minutes; if (csCtx->frames == cmd->startFrame) { hourAsMinutes = CLOCK_TIME_ALT_F(cmd->hour, 0); minutes = CLOCK_TIME_ALT_F(0, cmd->minute + 1); nextTime = hourAsMinutes + minutes; gSaveContext.save.time = nextTime; gSaveContext.skyboxTime = nextTime; } } void Cutscene_TerminatorImpl(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { csCtx->state = CS_STATE_4; Play_DisableMotionBlur(); Audio_SetCutsceneFlag(false); gSaveContext.cutsceneTransitionControl = 1; if ((gSaveContext.gameMode != 0) && (csCtx->frames != cmd->startFrame)) { gSaveContext.hudVisibilityForceButtonAlphasByStatus = true; } gSaveContext.save.cutscene = 0; if (cmd->base == 1) { play->nextEntrance = play->csCtx.sceneCsList[play->csCtx.currentCsIndex].nextEntrance; gSaveContext.nextCutsceneIndex = 0; play->transitionTrigger = TRANS_TRIGGER_START; if (gSaveContext.gameMode != 1) { Scene_SetExitFade(play); } else { D_801BB12C++; if (D_801BB12C >= 2) { D_801BB12C = 0; } play->transitionType = TRANS_TYPE_FADE_BLACK_FAST; } if ((play->nextEntrance & 0xF) > 0) { gSaveContext.nextCutsceneIndex = (play->nextEntrance & 0xF) + 0xFFEF; } play->nextEntrance &= ~0xF; } } // Command 0x15E void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { if (cmd->base == 1) { if (csCtx->frames == cmd->startFrame) { Cutscene_TerminatorImpl(play, csCtx, cmd); } } else if (cmd->base == 2) { if (csCtx->frames == cmd->startFrame) { Play_DisableMotionBlur(); switch (D_801F4DE2) { case 0x1F: if (CHECK_WEEKEVENTREG(WEEKEVENTREG_20_02)) { play->nextEntrance = ENTRANCE(WOODFALL_TEMPLE, 1); play->transitionTrigger = TRANS_TRIGGER_START; play->transitionType = TRANS_TYPE_FADE_WHITE; } else { play->nextEntrance = ENTRANCE(WOODFALL, 0); gSaveContext.nextCutsceneIndex = 0xFFF0; play->transitionTrigger = TRANS_TRIGGER_START; play->transitionType = TRANS_TYPE_FADE_WHITE; } break; case 0x44: if (CHECK_WEEKEVENTREG(WEEKEVENTREG_33_80)) { play->nextEntrance = ENTRANCE(MOUNTAIN_VILLAGE_SPRING, 7); play->transitionTrigger = TRANS_TRIGGER_START; play->transitionType = TRANS_TYPE_FADE_WHITE; } else { play->nextEntrance = ENTRANCE(MOUNTAIN_VILLAGE_SPRING, 0); gSaveContext.nextCutsceneIndex = 0xFFF0; play->transitionTrigger = TRANS_TRIGGER_START; play->transitionType = TRANS_TYPE_FADE_WHITE; } break; case 0x5F: SET_WEEKEVENTREG(WEEKEVENTREG_55_80); play->nextEntrance = ENTRANCE(ZORA_CAPE, 8); gSaveContext.nextCutsceneIndex = 0xFFF0; play->transitionTrigger = TRANS_TRIGGER_START; play->transitionType = TRANS_TYPE_FADE_WHITE; break; case 0x36: SET_WEEKEVENTREG(WEEKEVENTREG_52_20); play->nextEntrance = ENTRANCE(IKANA_CANYON, 0); gSaveContext.nextCutsceneIndex = 0xFFF1; play->transitionTrigger = TRANS_TRIGGER_START; play->transitionType = TRANS_TYPE_FADE_WHITE; break; } } } } // Command 0x15F: Chooses between a cutscene or a rotating mask depending on whether the player has the corresponding // mask void Cutscene_Command_ChooseCreditsScenes(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { if ((csCtx->frames >= cmd->startFrame) && (func_801A3950(SEQ_PLAYER_BGM_MAIN, true) != 0xFF)) { switch (cmd->base) { case 1: Cutscene_TerminatorImpl(play, csCtx, cmd); break; case 2: if (INV_CONTENT(ITEM_MASK_KAMARO) == ITEM_MASK_KAMARO) { play->nextEntrance = ENTRANCE(MILK_BAR, 0); gSaveContext.nextCutsceneIndex = 0xFFF0; } else { play->nextEntrance = ENTRANCE(CUTSCENE, 0); gSaveContext.nextCutsceneIndex = 0xFFF9; } play->transitionTrigger = TRANS_TRIGGER_START; break; case 3: if (INV_CONTENT(ITEM_MASK_GREAT_FAIRY) == ITEM_MASK_GREAT_FAIRY) { play->nextEntrance = ENTRANCE(FAIRY_FOUNTAIN, 0); gSaveContext.nextCutsceneIndex = 0xFFF0; } else { play->nextEntrance = ENTRANCE(CUTSCENE, 1); gSaveContext.nextCutsceneIndex = 0xFFF9; } play->transitionTrigger = TRANS_TRIGGER_START; break; case 4: if (INV_CONTENT(ITEM_MASK_ROMANI) == ITEM_MASK_ROMANI) { play->nextEntrance = ENTRANCE(ROMANI_RANCH, 0); gSaveContext.nextCutsceneIndex = 0xFFF1; } else { play->nextEntrance = ENTRANCE(CUTSCENE, 2); gSaveContext.nextCutsceneIndex = 0xFFF9; } play->transitionTrigger = TRANS_TRIGGER_START; break; case 5: if (INV_CONTENT(ITEM_MASK_BLAST) == ITEM_MASK_BLAST) { play->nextEntrance = ENTRANCE(WEST_CLOCK_TOWN, 0); gSaveContext.nextCutsceneIndex = 0xFFF0; } else { play->nextEntrance = ENTRANCE(CUTSCENE, 3); gSaveContext.nextCutsceneIndex = 0xFFF9; } play->transitionTrigger = TRANS_TRIGGER_START; break; case 6: if (INV_CONTENT(ITEM_MASK_CIRCUS_LEADER) == ITEM_MASK_CIRCUS_LEADER) { play->nextEntrance = ENTRANCE(MILK_BAR, 0); gSaveContext.nextCutsceneIndex = 0xFFF1; } else { play->nextEntrance = ENTRANCE(CUTSCENE, 5); gSaveContext.nextCutsceneIndex = 0xFFF9; } play->transitionTrigger = TRANS_TRIGGER_START; break; case 7: if (INV_CONTENT(ITEM_MASK_BREMEN) == ITEM_MASK_BREMEN) { play->nextEntrance = ENTRANCE(MILK_BAR, 0); gSaveContext.nextCutsceneIndex = 0xFFF3; } else { play->nextEntrance = ENTRANCE(CUTSCENE, 6); gSaveContext.nextCutsceneIndex = 0xFFF9; } play->transitionTrigger = TRANS_TRIGGER_START; break; case 8: play->nextEntrance = ENTRANCE(IKANA_CANYON, 0); gSaveContext.nextCutsceneIndex = 0xFFF3; play->transitionTrigger = TRANS_TRIGGER_START; break; case 9: if (INV_CONTENT(ITEM_MASK_COUPLE) == ITEM_MASK_COUPLE) { play->nextEntrance = ENTRANCE(TERMINA_FIELD, 0); gSaveContext.nextCutsceneIndex = 0xFFF8; } else { play->nextEntrance = ENTRANCE(CUTSCENE, 7); gSaveContext.nextCutsceneIndex = 0xFFF9; } play->transitionTrigger = TRANS_TRIGGER_START; break; case 10: if (INV_CONTENT(ITEM_MASK_BUNNY) == ITEM_MASK_BUNNY) { play->nextEntrance = ENTRANCE(CUCCO_SHACK, 0); gSaveContext.nextCutsceneIndex = 0xFFF0; } else { play->nextEntrance = ENTRANCE(CUTSCENE, 4); gSaveContext.nextCutsceneIndex = 0xFFF9; } play->transitionTrigger = TRANS_TRIGGER_START; break; case 11: if (INV_CONTENT(ITEM_MASK_POSTMAN) == ITEM_MASK_POSTMAN) { play->nextEntrance = ENTRANCE(TERMINA_FIELD, 1); gSaveContext.nextCutsceneIndex = 0xFFF8; } else { play->nextEntrance = ENTRANCE(CUTSCENE, 8); gSaveContext.nextCutsceneIndex = 0xFFF9; } play->transitionTrigger = TRANS_TRIGGER_START; break; } } } // Command 0x99: Motion blur void Cutscene_Command_MotionBlur(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { if ((csCtx->frames >= cmd->startFrame) && (cmd->endFrame >= csCtx->frames)) { if ((csCtx->frames == cmd->startFrame) && (cmd->base == 1)) { Play_EnableMotionBlur(180); } if (cmd->base == 2) { f32 progress = Environment_LerpWeight(cmd->endFrame, cmd->startFrame, csCtx->frames); if (progress >= 0.9f) { Play_DisableMotionBlur(); } else { Play_SetMotionBlurAlpha((1.0f - progress) * 180.0f); } } } } // Command 0x9A: Gives Tatl to the player void Cutscene_Command_GiveTatlToPlayer(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { Player* player = GET_PLAYER(play); if (csCtx->frames == cmd->startFrame) { if (cmd->base == 1) { gSaveContext.save.hasTatl = true; if (player->tatlActor != NULL) { return; } player->tatlActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ELF, player->actor.world.pos.x, player->actor.world.pos.y, player->actor.world.pos.z, 0, 0, 0, 0); } } } // Command 0x98 void Cutscene_Command_TransitionFX(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) { if ((csCtx->frames >= cmd->startFrame) && (cmd->endFrame >= csCtx->frames)) { f32 temp_f0; play->envCtx.fillScreen = true; temp_f0 = Environment_LerpWeight(cmd->endFrame, cmd->startFrame, csCtx->frames); switch (cmd->base) { case 1: case 5: play->envCtx.screenFillColor[0] = 160; play->envCtx.screenFillColor[1] = 160; play->envCtx.screenFillColor[2] = 160; if (cmd->base == 1) { play->envCtx.screenFillColor[3] = 255.0f * temp_f0; if (temp_f0 == 0.0f) { func_8019F128(NA_SE_EV_S_STONE_FLASH); } } else { play->envCtx.screenFillColor[3] = (1.0f - temp_f0) * 255.0f; } break; case 2: case 6: play->envCtx.screenFillColor[0] = 0; play->envCtx.screenFillColor[1] = 0; play->envCtx.screenFillColor[2] = 255; if (cmd->base == 2) { play->envCtx.screenFillColor[3] = 255.0f * temp_f0; } else { play->envCtx.screenFillColor[3] = (1.0f - temp_f0) * 255.0f; } break; case 3: case 7: play->envCtx.screenFillColor[0] = 255; play->envCtx.screenFillColor[1] = 0; play->envCtx.screenFillColor[2] = 0; if (cmd->base == 3) { play->envCtx.screenFillColor[3] = (1.0f - temp_f0) * 255.0f; } else { play->envCtx.screenFillColor[3] = 255.0f * temp_f0; } break; case 4: case 8: play->envCtx.screenFillColor[0] = 0; play->envCtx.screenFillColor[1] = 255; play->envCtx.screenFillColor[2] = 0; if (cmd->base == 4) { play->envCtx.screenFillColor[3] = (1.0f - temp_f0) * 255.0f; } else { play->envCtx.screenFillColor[3] = 255.0f * temp_f0; } break; case 9: gSaveContext.cutsceneTransitionControl = 1; break; case 10: case 11: play->envCtx.screenFillColor[0] = 0; play->envCtx.screenFillColor[1] = 0; play->envCtx.screenFillColor[2] = 0; if (cmd->base == 10) { play->envCtx.screenFillColor[3] = (1.0f - temp_f0) * 255.0f; } else { play->envCtx.screenFillColor[3] = 255.0f * temp_f0; } break; case 12: play->envCtx.screenFillColor[0] = (160.0f * (1.0f - temp_f0)); play->envCtx.screenFillColor[1] = play->envCtx.screenFillColor[0]; play->envCtx.screenFillColor[2] = play->envCtx.screenFillColor[0]; play->envCtx.screenFillColor[3] = 255; break; case 13: play->envCtx.screenFillColor[0] = (160.0f * temp_f0); play->envCtx.screenFillColor[1] = play->envCtx.screenFillColor[0]; play->envCtx.screenFillColor[2] = play->envCtx.screenFillColor[0]; play->envCtx.screenFillColor[3] = 255; break; } } } // Command 0x5A: Camera s32 Cutscene_Command_Camera(PlayState* play, u8* cmd) { s32 sp1C = 0; bcopy(cmd, &sp1C, sizeof(s32)); cmd += sizeof(s32); if (!Play_IsDebugCamEnabled()) { func_80161998(cmd, &sCutsceneCameraInfo); } return sp1C + sizeof(s32); } /** * Counts how many masks the player has * The count doesn't include transformation masks */ s32 Cutscene_CountNormalMasks(void) { s32 count = 0; if (INV_CONTENT(ITEM_MASK_TRUTH) == ITEM_MASK_TRUTH) { count++; } if (INV_CONTENT(ITEM_MASK_KAFEIS_MASK) == ITEM_MASK_KAFEIS_MASK) { count++; } if (INV_CONTENT(ITEM_MASK_ALL_NIGHT) == ITEM_MASK_ALL_NIGHT) { count++; } if (INV_CONTENT(ITEM_MASK_BUNNY) == ITEM_MASK_BUNNY) { count++; } if (INV_CONTENT(ITEM_MASK_KEATON) == ITEM_MASK_KEATON) { count++; } if (INV_CONTENT(ITEM_MASK_GARO) == ITEM_MASK_GARO) { count++; } if (INV_CONTENT(ITEM_MASK_ROMANI) == ITEM_MASK_ROMANI) { count++; } if (INV_CONTENT(ITEM_MASK_CIRCUS_LEADER) == ITEM_MASK_CIRCUS_LEADER) { count++; } if (INV_CONTENT(ITEM_MASK_POSTMAN) == ITEM_MASK_POSTMAN) { count++; } if (INV_CONTENT(ITEM_MASK_COUPLE) == ITEM_MASK_COUPLE) { count++; } if (INV_CONTENT(ITEM_MASK_GREAT_FAIRY) == ITEM_MASK_GREAT_FAIRY) { count++; } if (INV_CONTENT(ITEM_MASK_GIBDO) == ITEM_MASK_GIBDO) { count++; } if (INV_CONTENT(ITEM_MASK_DON_GERO) == ITEM_MASK_DON_GERO) { count++; } if (INV_CONTENT(ITEM_MASK_KAMARO) == ITEM_MASK_KAMARO) { count++; } if (INV_CONTENT(ITEM_MASK_CAPTAIN) == ITEM_MASK_CAPTAIN) { count++; } if (INV_CONTENT(ITEM_MASK_STONE) == ITEM_MASK_STONE) { count++; } if (INV_CONTENT(ITEM_MASK_BREMEN) == ITEM_MASK_BREMEN) { count++; } if (INV_CONTENT(ITEM_MASK_BLAST) == ITEM_MASK_BLAST) { count++; } if (INV_CONTENT(ITEM_MASK_SCENTS) == ITEM_MASK_SCENTS) { count++; } if (INV_CONTENT(ITEM_MASK_GIANT) == ITEM_MASK_GIANT) { count++; } return count; } // Command 0xA: Textbox void Cutscene_Command_Textbox(PlayState* play, CutsceneContext* csCtx, CsCmdTextbox* cmd) { static s32 D_801BB160 = CS_TEXTBOX_TYPE_DEFAULT; u8 talkState; s32 pad; u16 originalCsFrames; s32 pad2; if ((cmd->startFrame >= csCtx->frames) || ((cmd->endFrame < csCtx->frames))) { return; } if (cmd->type != CS_TEXTBOX_TYPE_LEARN_SONG) { if (D_801BB124 != cmd->base) { if (D_801BB160 == CS_TEXTBOX_TYPE_3) { csCtx->frames--; } D_801BB160 = CS_TEXTBOX_TYPE_1; D_801BB124 = cmd->base; if (cmd->type == CS_TEXTBOX_TYPE_BOSSES_REMAINS) { if (CHECK_QUEST_ITEM(QUEST_REMAINS_ODOLWA) && CHECK_QUEST_ITEM(QUEST_REMAINS_GOHT) && CHECK_QUEST_ITEM(QUEST_REMAINS_GYORG) && CHECK_QUEST_ITEM(QUEST_REMAINS_TWINMOLD)) { if (cmd->textId1 != 0xFFFF) { Message_StartTextbox(play, cmd->textId1, NULL); } } else { Message_StartTextbox(play, cmd->base, NULL); } } else if (cmd->type == CS_TEXTBOX_TYPE_ALL_NORMAL_MASKS) { if (Cutscene_CountNormalMasks() == 20) { if (cmd->textId1 != 0xFFFF) { Message_StartTextbox(play, cmd->textId1, NULL); } } else { Message_StartTextbox(play, cmd->base, NULL); } } else { Message_StartTextbox(play, cmd->base, NULL); } } else { goto else_label; } } else if (D_801BB128 != cmd->base) { D_801BB160 = CS_TEXTBOX_TYPE_LEARN_SONG; D_801BB128 = cmd->base; func_80152434(play, cmd->base); } else { else_label: if (csCtx->frames >= cmd->endFrame) { // The Textbox command can change the current cutscene frame, mainly to prevent advancing the cutscene when // a textbox that is expected to be closed by the user is still open. originalCsFrames = csCtx->frames; talkState = Message_GetState(&play->msgCtx); if ((talkState != TEXT_STATE_CLOSING) && (talkState != TEXT_STATE_NONE) && (talkState != TEXT_STATE_7) && (talkState != TEXT_STATE_8)) { csCtx->frames--; if ((talkState == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) { if (play->msgCtx.choiceIndex == 0) { if (cmd->base == 0x33BD) { func_8019F230(); } if (cmd->textId1 != 0xFFFF) { Message_ContinueTextbox(play, cmd->textId1); if (cmd->type == CS_TEXTBOX_TYPE_3) { D_801BB160 = CS_TEXTBOX_TYPE_3; if (cmd->textId2 != 0xFFFF) { csCtx->frames++; } } } else { Message_CloseTextbox(play); csCtx->frames++; } } else { if (cmd->base == 0x33BD) { func_8019F208(); } if (cmd->textId2 != 0xFFFF) { Message_ContinueTextbox(play, cmd->textId2); if (cmd->type == CS_TEXTBOX_TYPE_3) { D_801BB160 = CS_TEXTBOX_TYPE_3; if (cmd->textId1 != 0xFFFF) { csCtx->frames++; } } } else { Message_CloseTextbox(play); csCtx->frames++; } } } if ((talkState == TEXT_STATE_5) && Message_ShouldAdvance(play)) { func_80152434(play, cmd->base); } } if ((talkState == TEXT_STATE_CLOSING) && (D_801BB160 == CS_TEXTBOX_TYPE_3)) { csCtx->frames--; D_801BB124++; } if (originalCsFrames == csCtx->frames) { Interface_SetHudVisibility(HUD_VISIBILITY_NONE); D_801BB124 = 0; D_801BB128 = 0; func_80161C0C(); } else { func_80161BE0(1); } } } } // Related to actorActions. Maybe a generic actorAction setter? void func_800ECD7C(CutsceneContext* csCtx, u8** cutscenePtr, s16 index) { s32 i; s32 count; bcopy(*cutscenePtr, &count, sizeof(s32)); *cutscenePtr += sizeof(s32); for (i = 0; i < count; i++) { CsCmdActorAction* actorAction = *(CsCmdActorAction**)cutscenePtr; if ((csCtx->frames >= actorAction->startFrame) && (csCtx->frames < actorAction->endFrame)) { csCtx->actorActions[index] = actorAction; } *cutscenePtr += sizeof(CsCmdActorAction); } } /** * Loops over the cutscene data itself (`cutscenePtr`), applying the effects of each command instantaneously (for most * commands). * * The cutscene data is an irregularly-structured array of words, which is made up of * - A beginning, which contains the number of command lists of this cutscene and the ending frame (see * `CS_BEGIN_CUTSCENE`). * - Any number of cutscene command lists (which should be the number specified in the beginning), each one of which * contains commands of the corresponding category. * - A end marker (see `CS_END`). * * This function iterates over each command list until either it has processed the number of command lists stated on * `CS_BEGIN_CUTSCENE` or until it finds a end marker. * * A command list starts with a pair of words containing the command category and a count of how many commands this list * has (N). This is followed by N commands of the said category. (The exception is Camera, which has the length of the * list in bytes instead of the number of commands). * * For most command lists categories (all but the actorActions and Camera commands): * - For each command list found, read the number of commands and loop over them, passing each one to the corresponding * function which handles the command, applying its effects and checking the frame range stored in the command. * * This function is invoked once per frame that a cutscene is active. * * TODO: consider changing the type of `cutscenePtr` to `uintptr_t` when this function matches. */ void Cutscene_ProcessCommands(PlayState* play, CutsceneContext* csCtx, u8* cutscenePtr) { s32 i; s32 j; s32 pad; s32 totalEntries; u32 cmdType; s32 cmdEntries; s32 pad2; s32 cutsceneEndFrame; CsCmdBase* cmd; // Read the command list count and the ending frame for this cutscene bcopy(cutscenePtr, &totalEntries, sizeof(s32)); cutscenePtr += sizeof(s32); bcopy(cutscenePtr, &cutsceneEndFrame, sizeof(s32)); cutscenePtr += sizeof(s32); if (((u16)cutsceneEndFrame < csCtx->frames) && (play->transitionTrigger != TRANS_TRIGGER_START) && (csCtx->state != CS_STATE_4)) { csCtx->state = CS_STATE_3; return; } // Loop over every command list for (i = 0; i < totalEntries; i++) { // Read the command type of the current command list. bcopy(cutscenePtr, &cmdType, sizeof(u32)); cutscenePtr += sizeof(u32); // TODO: This should probably be added to the CutsceneCmd enum. Consider doing it when this function matches. if (cmdType == 0xFFFFFFFF) { break; } // Check special cases of command types. This are generic ActorActions // Ranges: [0x64, 0x96), 0xC9, [0x1C2, 0x258) if (((cmdType >= 100) && (cmdType < 150)) || (cmdType == 201) || ((cmdType >= 450) && (cmdType < 600))) { for (j = 0; j < ARRAY_COUNT(D_801F4DC8); j = (s16)(j + 1)) { if (D_801F4DC8[j] == (u16)cmdType) { func_800ECD7C(csCtx, &cutscenePtr, j); cmdType = -2; break; } else if (D_801F4DC8[j] == 0) { D_801F4DC8[j] = cmdType; func_800ECD7C(csCtx, &cutscenePtr, j); cmdType = -2; break; } } } switch (cmdType) { case CS_CMD_MISC: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_Misc(play, csCtx, (CsCmdBase*)cutscenePtr); cutscenePtr += sizeof(CsCmdBase); } break; case CS_CMD_SET_LIGHTING: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_SetLighting(play, csCtx, (CsCmdEnvLighting*)cutscenePtr); cutscenePtr += sizeof(CsCmdEnvLighting); } break; case CS_CMD_PLAYSEQ: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_PlaySequence(play, csCtx, (CsCmdSequenceChange*)cutscenePtr); cutscenePtr += sizeof(CsCmdSequenceChange); } break; case CS_CMD_STOPSEQ: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_StopSequence(play, csCtx, (CsCmdSequenceChange*)cutscenePtr); cutscenePtr += sizeof(CsCmdSequenceChange); } break; case CS_CMD_FADESEQ: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_FadeSequence(play, csCtx, (CsCmdSequenceFade*)cutscenePtr); cutscenePtr += sizeof(CsCmdSequenceFade); } break; case CS_CMD_PLAYAMBIENCE: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_PlayAmbienceSequence(play, csCtx, (CsCmdBase*)cutscenePtr); cutscenePtr += sizeof(CsCmdBase); } break; case CS_CMD_FADEAMBIENCE: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_FadeAmbienceSequence(play, csCtx, (CsCmdBase*)cutscenePtr); cutscenePtr += sizeof(CsCmdBase); } break; case CS_CMD_130: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { func_800EAD48(play, csCtx, (CsCmdBase*)cutscenePtr); cutscenePtr += sizeof(CsCmdBase); } break; case CS_CMD_131: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { func_800EAD7C(play, csCtx, (CsCmdBase*)cutscenePtr); cutscenePtr += sizeof(CsCmdBase); } break; case CS_CMD_132: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { func_800EADB0(play, csCtx, (CsCmdBase*)cutscenePtr); cutscenePtr += sizeof(CsCmdBase); } break; case CS_CMD_RUMBLE: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_Rumble(play, csCtx, (CsCmdRumble*)cutscenePtr); cutscenePtr += sizeof(CsCmdRumble); } break; case CS_CMD_FADESCREEN: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_FadeColorScreen(play, csCtx, (CsCmdFadeScreen*)cutscenePtr); cutscenePtr += sizeof(CsCmdFadeScreen); } break; case CS_CMD_SETTIME: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_SetTime(play, csCtx, (CsCmdDayTime*)cutscenePtr); cutscenePtr += sizeof(CsCmdDayTime); } break; case CS_CMD_SET_PLAYER_ACTION: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { cmd = (CsCmdBase*)cutscenePtr; if ((cmd->startFrame <= csCtx->frames) && (csCtx->frames < cmd->endFrame)) { csCtx->playerAction = (CsCmdActorAction*)cmd; } cutscenePtr += sizeof(CsCmdActorAction); } break; case CS_CMD_CAMERA: cutscenePtr += Cutscene_Command_Camera(play, cutscenePtr); break; case CS_CMD_TERMINATOR: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_Terminator(play, csCtx, (CsCmdBase*)cutscenePtr); cutscenePtr += sizeof(CsCmdBase); } break; case CS_CMD_CHOOSE_CREDITS_SCENES: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_ChooseCreditsScenes(play, csCtx, (CsCmdBase*)cutscenePtr); cutscenePtr += sizeof(CsCmdBase); } break; case CS_CMD_TEXTBOX: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { cmd = (CsCmdBase*)cutscenePtr; if (cmd->base != 0xFFFF) { Cutscene_Command_Textbox(play, csCtx, (CsCmdTextbox*)cmd); } cutscenePtr += sizeof(CsCmdTextbox); } break; case CS_CMD_SCENE_TRANS_FX: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_TransitionFX(play, csCtx, (CsCmdBase*)cutscenePtr); cutscenePtr += sizeof(CsCmdBase); } break; case CS_CMD_MOTIONBLUR: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_MotionBlur(play, csCtx, (CsCmdBase*)cutscenePtr); cutscenePtr += sizeof(CsCmdBase); } break; case CS_CMD_GIVETATL: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { Cutscene_Command_GiveTatlToPlayer(play, csCtx, (CsCmdBase*)cutscenePtr); cutscenePtr += sizeof(CsCmdBase); } break; case -2: break; default: bcopy(cutscenePtr, &cmdEntries, sizeof(s32)); cutscenePtr += sizeof(s32); for (j = 0; j < cmdEntries; j++) { cutscenePtr += sizeof(CsCmdBase); } break; } } } /* End of command handling section */ void func_800ED980(PlayState* play, CutsceneContext* csCtx) { if (gSaveContext.save.cutscene >= 0xFFF0) { csCtx->frames++; Cutscene_ProcessCommands(play, csCtx, (u8*)play->csCtx.csData); } } void func_800ED9C4(PlayState* play, CutsceneContext* csCtx) { if (func_800EA220(play, csCtx, 0.0f)) { Audio_SetCutsceneFlag(false); csCtx->state = CS_STATE_0; } } // unused void func_800EDA04(PlayState* play, CutsceneContext* csCtx) { if (func_800EA220(play, csCtx, 0.0f)) { s16 i; csCtx->playerAction = NULL; for (i = 0; i < ARRAY_COUNT(csCtx->actorActions); i++) { csCtx->actorActions[i] = NULL; } gSaveContext.save.cutscene = 0; gSaveContext.gameMode = 0; ActorCutscene_Stop(0x7F); Audio_SetCutsceneFlag(false); csCtx->state = CS_STATE_0; } } void func_800EDA84(PlayState* play, CutsceneContext* csCtx) { if ((gSaveContext.cutsceneTrigger != 0) && (csCtx->state == CS_STATE_0) && !Player_InCsMode(play)) { gSaveContext.save.cutscene = 0xFFFD; } if ((gSaveContext.save.cutscene >= 0xFFF0) && (csCtx->state == CS_STATE_0)) { s16 i; D_801BB124 = 0; D_801BB128 = 0; csCtx->playerAction = NULL; for (i = 0; i < ARRAY_COUNT(csCtx->actorActions); i++) { csCtx->actorActions[i] = NULL; } csCtx->state++; if (csCtx->state == CS_STATE_1) { Audio_SetCutsceneFlag(true); csCtx->frames = 0xFFFF; csCtx->subCamId = ActorCutscene_GetCurrentSubCamId(0x7F); func_8016119C(Play_GetCamera(play, csCtx->subCamId), &sCutsceneCameraInfo); csCtx->unk_18 = 0xFFFF; if (gSaveContext.cutsceneTrigger == 0) { Interface_SetHudVisibility(HUD_VISIBILITY_NONE); ShrinkWindow_Letterbox_SetSizeTarget(32); ShrinkWindow_Letterbox_SetSize(32); csCtx->state++; } func_800ED980(play, csCtx); } gSaveContext.cutsceneTrigger = 0; } } // HandleFlags? void func_800EDBE0(PlayState* play) { s32 pad; s16 sp2A; SceneTableEntry* sp24; s32 temp_v0_3; if (((gSaveContext.gameMode == 0) || (gSaveContext.gameMode == 1)) && (gSaveContext.respawnFlag <= 0)) { sp2A = func_800F21CC(); if (sp2A != -1) { temp_v0_3 = func_800F2138(sp2A); if (temp_v0_3 != -1) { if ((play->csCtx.sceneCsList[temp_v0_3].unk7 != 0xFF) && (gSaveContext.respawnFlag == 0)) { if (play->csCtx.sceneCsList[temp_v0_3].unk7 == 0xFE) { ActorCutscene_Start(sp2A, NULL); gSaveContext.showTitleCard = false; } else if (!(((void)0, gSaveContext.save.weekEventReg[(play->csCtx.sceneCsList[temp_v0_3].unk7 / 8)]) & (1 << (play->csCtx.sceneCsList[temp_v0_3].unk7 % 8)))) { // TODO: macros for this kind of weekEventReg access gSaveContext.save.weekEventReg[(play->csCtx.sceneCsList[temp_v0_3].unk7 / 8)] = ((void)0, gSaveContext.save.weekEventReg[(play->csCtx.sceneCsList[temp_v0_3].unk7 / 8)]) | (1 << (play->csCtx.sceneCsList[temp_v0_3].unk7 % 8)); ActorCutscene_Start(sp2A, NULL); gSaveContext.showTitleCard = false; } } } else { ActorCutscene_StartAndSetUnkLinkFields(sp2A, NULL); } } } if ((gSaveContext.respawnFlag == 0) || (gSaveContext.respawnFlag == -2)) { sp24 = play->loadedScene; if ((sp24->titleTextId != 0) && gSaveContext.showTitleCard) { if ((Entrance_GetTransitionFlags(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneLayer)) & 0x4000) != 0) { func_80151A68(play, sp24->titleTextId); } } gSaveContext.showTitleCard = true; } } void func_800EDDB0(PlayState* play) { } void func_800EDDBC(UNK_TYPE arg0, UNK_TYPE arg1) { } void Cutscene_LoadCutsceneData(PlayState* play, u8 csIndex) { if (dREG(95) == 0) { play->csCtx.currentCsIndex = csIndex; play->csCtx.csData = Lib_SegmentedToVirtual(play->csCtx.sceneCsList[csIndex].segmentedData); } gSaveContext.cutsceneTrigger = 1; } /* Start of actor utilities section */ /** * Interpolates the actor's position based on the corresponding actor action's position * and the current cutscene frame */ void Cutscene_ActorTranslate(Actor* actor, PlayState* play, s32 actorActionIndex) { Vec3f start; Vec3f end; CsCmdActorAction* entry = play->csCtx.actorActions[actorActionIndex]; f32 progress; start.x = entry->startPos.x; start.y = entry->startPos.y; start.z = entry->startPos.z; end.x = entry->endPos.x; end.y = entry->endPos.y; end.z = entry->endPos.z; progress = Environment_LerpWeight(entry->endFrame, entry->startFrame, play->csCtx.frames); VEC3F_LERPIMPDST(&actor->world.pos, &start, &end, progress); } /** * Interpolates the actor's position based on the corresponding actor action's position * and the current cutscene frame, and sets the actor's yaw using the actor action yaw */ void Cutscene_ActorTranslateAndYaw(Actor* actor, PlayState* play, s32 actorActionIndex) { Cutscene_ActorTranslate(actor, play, actorActionIndex); actor->world.rot.y = play->csCtx.actorActions[actorActionIndex]->urot.y; actor->shape.rot.y = actor->world.rot.y; } /** * Interpolates the actor's position and yaw based on the corresponding actor action's * position and the current cutscene frame */ void Cutscene_ActorTranslateAndYawSmooth(Actor* actor, PlayState* play, s32 actorActionIndex) { Vec3f start; Vec3f end; CsCmdActorAction* entry; f32 progress; start.x = play->csCtx.actorActions[actorActionIndex]->startPos.x; start.y = play->csCtx.actorActions[actorActionIndex]->startPos.y; start.z = play->csCtx.actorActions[actorActionIndex]->startPos.z; end.x = play->csCtx.actorActions[actorActionIndex]->endPos.x; end.y = play->csCtx.actorActions[actorActionIndex]->endPos.y; end.z = play->csCtx.actorActions[actorActionIndex]->endPos.z; entry = play->csCtx.actorActions[actorActionIndex]; progress = Environment_LerpWeight(entry->endFrame, entry->startFrame, play->csCtx.frames); VEC3F_LERPIMPDST(&actor->world.pos, &start, &end, progress); Math_SmoothStepToS(&actor->world.rot.y, Math_Vec3f_Yaw(&start, &end), 10, 1000, 1); actor->shape.rot.y = actor->world.rot.y; } /** * Interpolates the actor's XZ position and yaw based on the corresponding actor action's * position and the current cutscene frame */ void Cutscene_ActorTranslateXZAndYawSmooth(Actor* actor, PlayState* play, s32 actorActionIndex) { Vec3f start; Vec3f end; CsCmdActorAction* entry; f32 progress; start.x = play->csCtx.actorActions[actorActionIndex]->startPos.x; start.z = play->csCtx.actorActions[actorActionIndex]->startPos.z; end.x = play->csCtx.actorActions[actorActionIndex]->endPos.x; end.z = play->csCtx.actorActions[actorActionIndex]->endPos.z; entry = play->csCtx.actorActions[actorActionIndex]; progress = Environment_LerpWeight(entry->endFrame, entry->startFrame, play->csCtx.frames); actor->world.pos.x = start.x + (end.x - start.x) * progress; actor->world.pos.z = start.z + (end.z - start.z) * progress; Math_SmoothStepToS(&actor->world.rot.y, Math_Vec3f_Yaw(&start, &end), 10, 1000, 1); actor->shape.rot.y = actor->world.rot.y; } s32 Cutscene_GetSceneLayer(PlayState* play) { s32 sceneLayer = 0; if (gSaveContext.sceneLayer > 0) { sceneLayer = gSaveContext.sceneLayer; } return sceneLayer; } s32 Cutscene_GetActorActionIndex(PlayState* play, u16 actorActionCmd) { s32 i; s32 index = -1; for (i = 0; i < ARRAY_COUNT(D_801F4DC8); i++) { if (actorActionCmd == D_801F4DC8[i]) { index = i; } } return index; } s32 Cutscene_CheckActorAction(PlayState* play, u16 actorActionCmd) { if (play->csCtx.state != CS_STATE_0) { s32 index = Cutscene_GetActorActionIndex(play, actorActionCmd); if (index != -1) { return play->csCtx.actorActions[index] != NULL; } } return false; } u8 Cutscene_IsPlaying(PlayState* play) { return (gSaveContext.cutsceneTrigger != 0) || (play->csCtx.state != CS_STATE_0); } /* End of actor utilities section */